Combat Medic Archive
Thread: whats better? MCM w/ PISTOLEER or RIFLEMEN
no offence ment... ok well offence ment ![]()
but neither are bad, and neither is 'better'. You need to sit back and take a look at your profesion templete and realize if it's really what kind of a character you want to play.. and how does one play it effectivly. it is true rifleman is further and does more damage then pistoleer... but pistol's give more utility, which is helpful to the cm profesion... but again there is no best or worst... it's all how you play...
but the offense part was more in realtion to this next part...
the reason you "can't get xp at all" is probably because you are spliting the xp gian by healing and fighting.. and then the reason you die is because you are out aggroing the mobs then the rest of your group. Cause you are healing and doin damage.
Hate Guide Thingy
here is a link to a hate guide i wrote which may or may not help.. believe there is another one somewhere just not sure where it was... think doc forums and stickied but eh...
hope that helps you a little bit
I really dig M.Pistols and MCM.. I was MCM MCarbs for a while, and wow, what a difference.
Albeit pistols have a shorter range, the shots it offers compliment combat medic really well. Stopping shot + Deuterium Toss + Infect + Hemhorrage + Electrolyte drain is awesome.
Get yourself an FWG5 with 384-996 dmg, and speed to boot, and you're golden. I've got a JOKER made FWG5, sliced for speed, and its like I never stop firing, so throw that in the mix with the variety of states and whatnot that CM has to offer, and it rocks... I've never been rifleman, I had the sniping and counter-sniping lines at one point, and long-range just isn't my bag. I love to be in the thick of the battle. Carbines are great as well, but you'll never be able to fire as fast as pistols.. I'm biased as a pistoleer, but I think that Pistoleer and MCM go hand-in-hand.
the upside ot pistoleer is low sac weapons, so with a good weapon, food and a sac pup, you never run out of action no matter what you spam. the downside is you do less damage per shot.
also remeber, bacta spay = 'hey bad guys, everyone attack me please' button when near a nme group.
GlargTheKelfn wrote:
also remeber, bacta spay = 'hey bad guys, everyone attack me please' button when near a nme group.
Thanks. This answered a nagging concern I'd been having. I'm chaning my default heal to shot as of today.
Rifles, pistols, carbines.... they all have their strengths and weaknesses. But unless you've learned how to work within those bonuses and limitations you'll die....constantly.
Pistols- good crowd control, low end damage, incredible SAC, 35m range which works both as an advantage and disadvantage.
Carbines- medium crowd control, best comprimise between SAC and damage, 50m range which allows for more options.
Rifles- low crowd control, highest damage, high SAC, 65m range
Speed is no longer a consideration thanks to the new BH looted scopes and cells as well as the diminishing returns scale for speed. Someone with a 2.1 speed weapons is going to fire very slightly faster than someone with a 2.3 speed weapon. Accuracy betwen the professions is relatively the same so is not really a factor.
Pistols are great because they have one of the highest craftable kinetic damage weapon in the game aka- the featherweight FWG5. These bypass PSG's and tear up the very popular energy layered recon armor many people wear. However, kinetic doesn't affect NPC's hardly as well.
Their 35m range requires you to be within a short distance of your opponent which makes for quick debuffs. Unfortunately it doesn't leave you much room if you need to flee the situation and makes for easy kiting (unless you have the +15 ranged arms). Additionally if yourgroup is facing off against another ranged group you will need to be out in the very front in order to do damage while still trying to stay in range of the your groupmates. Being out in front is not something you want to do as a CM.
Carbines are great because the comprimise on the two most important things in a fight. Damage and SAC. While not as low as pistols the 73 SAC on carbines is still fairly impressive. Additionally the damage cap of 1060 packs the extra punch that pistols lack while still having a rate of fire duration that rifles lack due to SAC. Their kinetic carbine is very nice but sadly has one of the highest "enhancer" requirement in the game.
The 50m range gives more movement options to the carbineer allowing them to engage targets safely at range while still being close to the other groupmates and able to blend in with them so as to not make too much of a target. They will still be required to swoop in to add debuffs should the situation require but still have the option to swoop out and get to safety. Carbines get a single and area snare which while not as effective as pistoleer's "stopping shot" can still play a role especially if "kiting" is going to be initiated. Not AS usefull against those pesky jedi, melee, or creature NPC's but still helpful.
Rifles are great because of the incredible damage they can lay down. Their 1182 damage cap is impressive and can outdamage any other weapon out there. Thanks to the new dimishing returns system and the new BH loot, rifles can now achieve speeds that were highly impossible in the past with krayt tissue only putting them almost in parallel with pistol speeds. However, their 82 SAC means that they cannot keep up their damage output for very long even with buffs, food, and spice making the initial barrage the most important attack.
The 65m range gives them the best movement options available. They can engage their targets at max range while still keeping in contact with the rest of the group. However, they will have a hard time applying debuffs and must swoop in from any given range. This range gives you the option of "kiting" much more safely unless you opponent is also a rifleman. The single target snare helps immensly with this strategy although its very short in duration.